coronavirus
Auto Added by WPeMatico
Auto Added by WPeMatico
Zoom, a video chat service then popular with corporations, filed to go public on March 22, 2019.
Best known in venture and corporate circles, Zoom was far from a household name at the time. However, the groundwork for its 2020-era consumer breakthrough during the novel coronavirus epidemic was detailed during its IPO march in the years leading up to its public debut.
The company didn’t begin trading until mid-April last year, but it was through its March 2019 IPO filing that its name took on new prominence; here was a quickly growing software as a service (SaaS) business that was posting profits at the same time. As the rate at which unprofitable companies went public set records, Zoom’s growth and positive net income helped it gain brand recognition even before its shares began to trade.
Investors certainly recognized this was a rarity among SaaS companies, sending its IPO share price up 72% in its first day. The company’s equity has risen more than 100% since that first close, more than doubling in less than a year. Not bad in a market that has turned ice-cold in recent weeks.
To understand how Zoom became so valuable as a business — and later as a consumer product — let’s go back in time to consider its product and business strategies. As we’ll see, to become the video chat tool that everyone is using today, Zoom had to beat a host of entrenched competition. And it did so while making money, helping set the financial stage for its prominence today.
Powered by WPeMatico
For the billions stuck at home during the global effort to flatten the curve, gaming is a welcome escape. But it’s also a bandwidth-heavy one, and Microsoft, Sony and others are working to make sure that millions of people downloading enormous games don’t suck up all the bandwidth. Don’t worry, though, it won’t affect your ping.
A blog post by content delivery network Akamai explained a few things it is doing to help mitigate the tidal wave of traffic that the internet’s infrastructure is experiencing. Although streaming video is of course a major contributor, games are a huge, if more intermittent, burden on the network.
Akamai is “working with leading distributors of software, particularly for the gaming industry, including Microsoft and Sony, to help manage congestion during peak usage periods. This is very important for gaming software downloads, which account for large amounts of internet traffic when an update is released,” the post reads.
Take the new “Call of Duty: Warzone” battle royale game, released last week for free and seeing major engagement. If you didn’t already own the latest CoD title, Warzone was a more than 80-gigabyte download, equivalent to dozens of movies on Netflix . And what’s more, that 80 gigs was likely downloaded at the maximum bandwidth home connections provided; streaming video is limited to a handful of megabits over the duration of the media, nowhere close to saturating your connection.
And Warzone isn’t alone — there are tons of high-profile games being released at a time when many people have nothing to do but sit at home and play games — PC game platform Steam posted a record 20 million concurrent players the other day, and one analysis saw a 400% increase in gaming traffic. So gaming is bigger than ever, while games are bigger than ever themselves.
As a result, gaming downloads will be throttled for the foreseeable future, at least in some markets. “Players may experience somewhat slower or delayed game downloads,” wrote Sony Interactive Entertainment CEO Jim Ryan in a brief blog post. I’ve asked Microsoft, Nintendo and Valve for comment on their approach as well.
It’s important to note that this should not apply to the rest of the gaming experience. Unlike downloading games, playing games is a remarkably low-bandwidth task — it’s important for packets to be traded quickly so players are in sync, but there aren’t a lot of them compared with even a low-resolution streaming video.
The best thing to do is to set your games to be downloaded overnight, as local infrastructure will be less taxed while everyone in your region is asleep. If you have downloads or updates coming during the day, don’t be surprised if they take longer than usual or are queued elsewhere.
Powered by WPeMatico
Snapchat’s location-sharing app acquisition Zenly has gamified shelter-in-place during the COVID-19 outbreak. Today the app launched its Stay At Home challenge that shows a leaderboard of which friends have spent the most percentage of the last three days in their homes. Users can see who’s social distancing the best and share stickers of the scoreboard and coronavirus prevention tips to Snapchat, Instagram and other apps.
Location apps like Zenly that typically encourage users to go out and explore the world suddenly lost most of their purpose due to the widespread order for people to self-quarantine. They even might have incentivized people to disobey those orders. But by building a game around isolation, Zenly could make it cool to show off how you’re NOT grabbing coffee, visiting friends or taking a walk down Main Street.
Zenly’s CEO Antoine Martin announced the feature this morning, and credited a tweet I posted on March 15 calling for developers to build a gamified quarantine app as the inspiration. The quick work and rapid deployment was spearheaded by Danny Trinh, the renowned designer of Path who joined the company last year. TechCrunch broke the news back in June 2018 that Snapchat had acquired Zenly for $213 million plus retention bonuses.
@thek3vinkim @TurnerNovak @GillesPoupardin @LucasLambertini @nicolasfallourd for staying home!
And thanks @JoshConstine for the idea leading to this feature! pic.twitter.com/CEwrJiCFHd
— Antoine Martin (@an21m) March 24, 2020
Beyond Zenly’s version of “Pokemon No Go,” the app is also offering tips for containing coronavirus and a link to World Health Organization info. You can also attach a surgical mask to your profile pic to let your friends know you’re taking social distancing seriously.
What could really make a difference in convincing people to do their part to fight this worldwide pandemic, though, is Zenly’s coronavirus lens for its map that it released last week. It lets you look around the world and see the number of confirmed cases and recoveries in each country or state. Zenly updates the data three times per day based on the The John Hopkins Center for Systems Science and Engineering. The map also overlays info from the WHO, the Netherlands’ BNO News, China’s DXY and this crowdsourced GitHub.

We’ve asked if there are any plans to launch similar features on Snap Map, which was inspired by Zenly. To date, Snapchat has mostly allowed its acquisition to operate independently from its existing headquarters in Paris.
“During these tough times, millions of people are turning to Zenly as a source of information and connection, so that they can feel close to friends and family even when social distancing is keeping them apart,” says Martin. “While spending too much time at home could be perceived as uncool, we wanted to flip the narrative to make it something that our community would be proud of and do our part in stopping the spread.” Foursquare founder Dennis Crowley told me his company was looking for a way to build its own quarantine gamification, and now has complimented Zenly on its execution, calling it “clever and awesome and beautiful.”
Knowing what’s happening around the globe might reinforce the gravity of our situation and that people can’t just go about their normal routine. We all have to battle this together, even if we’re stuck apart. Thanks to Zenly, social distancing just got a lot more social.
Powered by WPeMatico
Now you can scroll Instagram together with friends, turning a typically isolating, passive experience into something more social and active. Today Instagram launched Co-Watching, which lets friends on a video chat or group video chat browse through feed posts one user has Liked or Saved, or that Instagram recommends.
Co-Watching could let people ooh, ahh, joke and talk about Instagram’s content instead of just consuming it solo and maybe posting it to a chat thread so friends can do the same. That could lead to long usage sessions, incentivize users to collect a great depository of Saved posts to share and spur more video calls that drag people into the app. TechCrunch first reported Instagram was testing Co-Watching a year ago, so we’ll see if it managed to work out the technical and privacy questions of operating the feature.
The launch comes alongside other COVID-19 responses from Instagram that include:
These updates build on Instagram’s efforts from two weeks ago, which included putting COVID-19 prevention tips atop the feed, listing official health organizations atop search results and demoting the reach of coronavirus-related content rated false by fact checkers.
But Co-Watching will remain a powerful feature long after the quarantines and social distancing end. The ability to co-view content while browsing social networks has already made screensharing app Squad popular. When Squad launched in January 2019, I suggested that, “With Facebook and Snap already sniffing around Squad, it’s quite possible they’ll try to copy it.” Facebook tested a Watch Together feature for viewing Facebook Watch videos inside Messenger back in April. And now here we are with Instagram.
The question is whether Squad’s first-mover advantage and option to screenshare from any app will let it hold its own, or if Instagram Co-Watching will just popularize the concept and send users searching for more flexible options like Squad. “Everyone knows that the content flooding our feeds is a filtered version of reality,” Squad CEO Esther Crawford told me. “The real and interesting stuff goes down in DMs because people are more authentic when they’re 1:1 or in small group conversations.”
Squad, which lets you screenshare anything, including websites and your camera roll, won’t be fully steamrolled. When asked if Instagram would build a full-fledged screensharing feature, Instagram CEO Adam Mosseri said they’re “Not currently working on it . . . screensharing is not at the top of the list for us at Instagram.”
With Co-Watching, Instagram users can spill the tea and gossip about posts live and unfiltered over video chat. When people launch a video chat from the Direct inbox or a chat thread, they’ll see a “Posts” button that launches Co-Watching. They’ll be able to pick from their Liked, Saved or Explore feeds and then reveal it to the video chat, with everyone’s windows lined up beneath the post.
Up to six people can Co-Watch at once on Instagram, consuming feed photos and videos but not IGTV posts. You can share public posts, or private ones that everyone in the chat are allowed to see. If one participant is blocked from viewing a post, it’s ineligible for Co-Watching.
Co-Watching could finally provide an answer to Instagram’s Time Well Spent problem. Research shows how the real danger in social network overuse is passive content consumption, like endless solo feed scrolling. It can inspire envy, poor self-esteem and leave users deflated, especially if the highlights of everyone else’s lives look more interesting than their own day-to-day reality. But active sharing, commenting and messaging can have a positive effect on well-being, making people feel like they have a stronger support network.
With Co-Watching, Instagram has found a way to turn the one-player experience into a multi-player game. Especially now with everyone stuck at home and unable to crowd around one person’s phone to gab about what they see, there’s a great need for this new feature. One concern is that it could be used for bullying, with people all making fun of someone’s posts.
But in general, the idea of sifting through cute animal photos, dance tutorials or epic art could take the focus off the individuals in a video chat. Not having one’s face as the center of attention could make video chat less performative and exhausting. Instead, Co-Watching could let us do apart what we love to do together: just hang out.
Powered by WPeMatico
Startups continue to find new ways to contribute to ongoing efforts to fight the global spread of COVID-19 during the current global coronavirus pandemic, and personal health hardware-maker Oura is no exception. The smart ring startup is working with the University of California, San Francisco (UCSF) on a new study to see if its device can help detect early physiological signs that might indicate the onset of COVID-19.
This study will include two parts: Around 2,000 frontline healthcare professionals will get Oura rings to wear during the study. The rings track a user’s body temperature continuously, as well as their sleep patterns, heart rate and activity levels. Fever is a common and early symptom that could indicate COVID-19, and a continuously updated body temperature reading could detect fever very early. That’s not enough to confirm a case of COVID-19, of course, but the purpose of the study is to determine whether the range of readings Oura’s ring tracks might, taken together and with other signals, be useful in some kind of early detection effort.
There’s good reason why researches believe that Oura could be used in early detection: An Oura user in Finland claims the ring alerted him to the fact that he was ill before he was displaying any overt symptoms of the virus, prompting him to get tested (relatively easy in that country). Test results confirmed that while asymptomatic, he had indeed contracted COVID-19. As a result, UCSF researcher Dr. Ashley Mason hypothesizes that the Oura ring could anticipate COVID-19 onset by as many as two to three days before the onset of more obvious symptoms, like coughing.
Being able to detect the presence of the virus in an individual early is key to global containment efforts, but even more important when it comes to frontline healthcare workers. The earlier a frontline responder is diagnosed, the less chance that they expose their colleagues or others they’re working around in close quarters.
In addition to the Oura rings being provided to study participants, the plan is to expand it to include Oura’s general user population, meaning its more than 150,000 global users can opt in to participate and add to the overall pool of available information with their ring’s readings and daily symptom surveys. For existing Oura users, it’s a relatively low-lift way to contribute to the global effort to combat the pandemic — without even leaving the house.
Powered by WPeMatico
Smart thermometer maker Kinsa has been working on building accurate, predictive models of how seasonal illnesses like the flu travel in and among communities — and its fever map is finding new utility as the novel coronavirus pandemic grows globally. While Kinsa’s US Health Weather Map has no way of tracking the spread of COVID-19 specifically, as it looks only at fevers tied to geographic data, it could provide easy-to-grasp early indicators of the positive effects of social distancing and isolation measures at the community level.
At the time that Kinsa’s health weather map was covered in the New York Times in February, the company had around a million thermometers in market in the U.S., but it had experienced a significant increase in order volume of as many as 10,000 units per day in the week prior to its publication. That means that the company’s analytics are based on a very large data set relative to the total U.S. population. Kinsa founder and CEO Inder Singh told me this allowed them to achieve an unprecedented level of accuracy and granularity in flu forecasting down to the community level, working in partnership with Oregon State University Assistant Professor Ben Dalziel.
“We showed that the core hypothesis for why I started the company is real — and the core hypothesis was you need real-time, medically accurate, geolocated data that’s taken from people who’ve just fallen ill to detect outbreaks and predict the spread of illness,” Singh said. “What we did with our data is we punched it into Ben’s existing, first-principle models on infectious disease spread. And we were able to show that on September 15, we could predict the entire rest of cold and flu season with hyper-accuracy in terms of the peaks and the valleys — all the way out to the rest of flu season, i.e. 20 weeks out on a hyperlocal basis.”
Prior to this, there have been efforts to track and predict flu transmission, but the “state-of-the-art” to date has been predictions at the national or multi-state level — even trends in individual states, let alone within communities, was out of reach. And in terms of lead time, the best achievable was essentially three weeks out, rather than multiple months, as is possible with Kinsa and Dalziel’s model.
Even without the extraordinary circumstances presented by the global COVID-19 pandemic, what Singh, Dalziel and Kinsa have been able to accomplish is a major step forward in tech-enabled seasonal illness tracking and mitigation. But Kinsa also turned on a feature of their health weather map called “atypical illness levels” a month ago, and that could prove an important leading indicator in shedding more light on the transmission of COVID-19 across the U.S. — and the impact of key mitigation strategies like social distancing.
“We’re taking our real-time illness signal, and we’re subtracting out the expectation,” Singh says, explaining how the new view works. “So what you’re left with is atypical illness. In other words, a cluster of fevers that you would not expect from normal cold and flu time. So, presumably, that is COVID-19; I cannot definitively say it’s COVID-19, but what I can say is that it’s an unusual outbreak. It could be an anomalous flu, a strain that’s totally unexpected. It could be something else, but at least a portion of that is almost certainly going to be COVID-19.”
The ‘atypical illness’ view of Kinsa’s US Health Weather Map. Red indicates much higher than expected levels of illness, as indicated by fever.
The graph represents the actual number of reported fevers, versus the expected number for the region (represented in blue) based on Kinsa’s accurate seasonal flu prediction model.
In the example above, Singh says that the spike in fevers coincides with reports of Miami residents and tourists ignoring guidance around recommended distancing. The steep drop-off, however, follows after more extreme measures, including beach closures and other isolation tactics were adopted in the area. Singh says that they’re regularly seeing that areas where residents are ignoring social distancing best practices are seeing spikes, and that as soon as those are implemented, via lock-downs and other measures, within five days of those aggressive actions, you begin to see downward dips in the curve.
Kinsa’s data has the advantage of being real-time and continually updated by its users. That provides it with a time advantage over other indicators, like the results of increased testing programs for COVID-19, in terms of providing some indication of the more immediate effects of social distancing and isolation strategies. One of the criticisms that has appeared relative to these tactics is that the numbers continue to grow for confirmed cases — but experts expect those cases to grow as we expand the availability of testing and identify new cases of community transmission, even though social distancing is having a positive impact.
As Singh pointed out, Kinsa’s data is strictly about fever-range temperatures, not confirmed COVID-19 cases. But fever is a key and early symptom of COVID-19 in those who are symptomatic, and Kinsa’s existing work on predicting the prevalence of fevers related to cold and flu strongly indicate that what we’re looking at is in fact, at least to a significant degree, COVID-19 spread.
While some have balked at other discussions around using location data to track the spread of the outbreak, Singh says that they’re only interested in two things: geographic coordinates and temperature. They don’t want any personal identification details that they can tie to either of those signals, so it truly an anonymous aggregation project.
“There is no possible way to reverse engineer a geographic signal to an individual — it’s not possible to do it,” he told me. “This is the right equation to both protect people’s privacy and expose the data that society and communities need.”
For the purposes of tracking atypical illness, Kinsa isn’t currently able to get quite as granular as it is with its standard observed illness map, because it requires a higher degree of sophistication. But the company is eager to expand its data set with additional thermometers in the market. The Kinsa hardware is already out of stock everywhere, as are most health-related devices, but Singh says they’re pressing ahead with suppliers on sourcing more despite increased component costs across the board. Singh is also eager to work with other smart thermometer makers, either by inputting their data into his model, or by making the Kinsa app compatible with any Bluetooth thermometer that uses the standard connection interface for wireless thermometer hardware.
Currently, Kinsa is working on evolving the atypical illness view to include things like a visual indicator of how fast illness levels are dropping, and how fast they should be dropping in order to effectively break the chain of transmission, as a way to further help inform the public on the impact of their own choices and actions. Despite the widespread agreement by health agencies, researchers and medical professionals, advice to stay home and separated from others definitely presents a challenge for everyone — especially when the official numbers released daily are so dire. Kinsa’s tracker should provide a ray of hope, and a clear sign that each individual contribution matters.
Powered by WPeMatico
Earlier this month, the FCC issued a new measure aimed at easing some of the burdens on consumers as COVID-19 continues to have an increasingly profound impact on nearly every aspect of life.
Most or all major internet and wireless providers in the U.S. signed up for the pledge, agreeing to take actions like waiving late fees and not terminating service. Now specific plans are starting to emerge from carriers, aimed at helping cash-strapped consumers until this pandemic blows over.
T-Mobile this morning announced the launch of a $15/month Metro plan — at half the cost of its current lowest-price plan. The pricing will be in place for the next 60 days, including unlimited talk and 2GB of data. The company is also tossing in a free eight-inch tablet (with rebate, plus fine print) and will be adjusting other data plans for the next two months.
At the same time, Verizon (TC’s parent company) announced that it will be adding 15GB of 4G data to current consumer and small business plans, in an effort to help customers use their handsets as mobile hotspots as needed. The company will also be taking $20 off select FiOS plans and waving router rental fees for 60 days.
Like the other carriers, AT&T noted in a message to TechCrunch that it will not terminate service over inability to pay. It will also be waiving late fees, along with domestic overcharges for data, voice and text, retroactive to March 13.
Sprint, meanwhile, will provide for 60 days unlimited data to customers with metered plans, starting March 18, along with 20GB of free mobile hotspot data.
Powered by WPeMatico
We’ve been diligently following the development of virtual worlds, also known as the “metaverse,” on TechCrunch.
Hanging out within the virtual worlds of games has become more popular in recent years with the growth of platforms like Roblox and open-world games like Fortnite, but it still isn’t a mainstream way to socialize outside of the young-adult demographic.
Three weeks ago, TechCrunch media columnist Eric Peckham published an in-depth report that positioned virtual worlds as the next era of social media. In an eight-part series, he looked at the history of virtual worlds and why games are already social networks, why social networks want more gaming, what the next few years looks like for the industry and why isn’t it mainstream already, how these virtual worlds will lead to healthier social relations, what the future of virtual economies will be and which companies are poised for success in this new market.
Given all that has changed in just the last three weeks — who would have thought that large swaths of the knowledge economy would suddenly find themselves entirely interacting virtually? — I wanted to get a sense of what the rising popularity of virtual worlds looks like in the midst of the outbreak of novel coronavirus. Eric and I had a call to discuss this and decided to share our conversation publicly.
Danny Crichton: So let’s talk about timing a bit. You wrote this eight-article series around virtual worlds and then all of a sudden post-publication there is this massive event — the novel coronavirus pandemic — causing a large portion of the human population to stay at home and interact only online. What’s happening now in the space?
Eric Peckham: I wrote my series on the multiverse because I was already seeing a surge of interest, both in terms of consumer demand for open-world MMO games and in terms of social media giants like Facebook and Snap trying to incorporate virtual worlds and social games into their platforms. Large companies are planning for virtual worlds in a way that is actionable and not just a futuristic vision. Over the last couple of years there has also been a lot of VC investment into a handful of startups focused on building next-generation virtual worlds for people to spend time in, virtual worlds with complex societies shaped by users’ contributions.
Talking to founders and investors in the gaming space, there has been a huge increase in usage over the last few weeks as more people hang out at home playing games, whether it’s on the adult side or the kid side.
Most of these next-generation virtual worlds are still in private beta but already popular platforms like Roblox, Minecraft, and Fortnite are getting substantially more use than normal. A large portion of people stuck at home are escaping via the virtual worlds of games.
You wrote this whole analysis before you knew the extent of the pandemic — how has the outlook changed for this industry?
This accelerates the timeline of virtual worlds being a mainstream place to hang out and socialize in daily life. I think people will be at home for multiple months, not just a couple of weeks, and it’s going to change people’s perspectives on socializing and working from home.
That’s a really powerful cultural shift. It’s getting more people beyond the core gaming community excited about spending time in virtual worlds and hanging out with their friends there.
We have seen this most heavily with the youngest generation of internet users. The majority of kids 9-12 years old are users of Minecraft and Roblox who hang out there with friends after school. We’ll see that expand to older demographics more quickly than it was going to before.
One of the complaints that I’ve seen on Twitter is that even though we have one of the largest global human lockdowns of all time, all the VR headsets are basically gone. Is VR a key component of virtual worlds?
Well, you don’t need VR headsets in order to spend meaningful time with others in a virtual space. Hundreds of millions of people already do it through their mobile phones and through PCs and consoles.
This is at the heart of the gaming industry: creating virtual worlds for people to spend time in, both pursuing the mission of whatever a game is designed for but also interacting with others. Among the most popular mobile and PC games last year were massively multiplayer online (MMO) games.
Talking about gaming, one facet of the story that I thought was particularly interesting was the fact that gaming was still not that high in terms of market penetration in the population.
More than two billion people play video games in the context of a year. There’s incredible market penetration in that sense. But, at least for the data I’ve seen for the U.S., the percent of the population who play games on a given day is still much lower than the percent of the population who use social media on a given day.
The more that games become virtual worlds for socializing and hanging out beyond just the mission of the gameplay, the more who will turn to virtual worlds as a social and entertainment outlet when they have five minutes free to do something on their phone. Social media fills these small moments in life. MMO games right now don’t because they are so oriented around the gameplay, which takes time and uninterrupted focus. Virtual worlds in the vein of those on Roblox where you just hang out and explore with friends compete for that time with Instagram more directly.
Theater chains like Regal and AMC announced this week that they are entirely shutting down to wait out the pandemic. Is that going to affect these virtual world companies?
I think they are separate parts of media. Cinema attendance has been declining quite substantially for years, and the way the industry has made up for that is trying to turn cinemas into these premium experiences and increasing ticket prices. Kids are just as likely, if not more likely, to play a game together on a Friday night as they are to go to the cinema. Cinemas are less culturally relevant to young people than they once were.
We’ve seen a massive experiment in work from home, which is a form of virtual world, or at least, a virtual workplace. When it comes to popularizing virtual worlds, is it going to come from the entertainment side or the more productivity-oriented platforms?
It will come from the entertainment side, and from younger people using it to socialize, in part because there’s less fear around cultural etiquette compared to people meeting in a business setting who are worried about a virtual world context not feeling as professional. Over time, as virtual worlds become pervasive in our social lives they will become more natural places to chat with people about business as well.
As more and more people are working online and interacting virtually, a big question is how you get beyond Zoom calls or the technology that’s currently in the market for virtual conferences to something that feels more like walking around and chatting with people in person. It’s tough to do without the ability to walk around a virtual space. You can’t have those unplanned small group or one-on-one interactions with people you don’t know if you’re just boxes within a Zoom call or some other broadcast. It will be interesting to see what develops around virtual business conferences that stems from virtual world technology. I’ve seen a few teams exploring this.
Last question here, but we are looking at a major recession in the economy, and so how does the landscape of people earning money from virtual worlds change with coronavirus?
The second-to-last article in my series is about the virtual economies around virtual worlds. Any virtual world inherently has commerce and people have already been making real-world money from games and from early virtual worlds like Second Life.
Both people staying home amid the coronavirus and the recession that we seem to be entering are pressures that will push more people to look online for ways to make money. That will only increase the activity of virtual economies around some of these worlds, whether those are formally built into the game or they’re happening in a gray or black market around the games (which is more common).
Thanks, Eric.
Powered by WPeMatico
Following similar moves by Lime, Bird, Tier and others, Voi Technology, the European e-scooter rentals and so-called micro-mobility startup, says it has “paused” operations in several countries due to the Coronvirus pandemic. This sees the company suspend operations in all but nine key cities.
In a short statement issued to media on Friday, Voi said it had regrettably been “forced” to pause operations in the majority of cities it operates in, with only a handful of its largest cities being serviced.
The cities where Voi is continuing to operate in are: Copenhagen, Helsinki, Gothenburg, Stockholm and Oslo in the Nordics, and Berlin, Hamburg, Nuremberg and Munich in Germany.
More broadly, the Coronavirus outbreak is a major blow to e-scooter companies as cities around the world are restricting movement and social distancing and isolation is, to varying degrees, being practiced. This is seeing many companies putting in place work-from-home policies and negating the need for daily commutes, where e-scooters are often favoured. The world economy is also taking a hit and therefore recreational spending and travel is on an escalating downwards trend too.
More broadly, the business plans of e-scooter rental startups factor in seasonal demand and sources told me a few months ago that runway across the industry was based on deep enough pockets and operational smarts to get through Winter and be in a strong position to capitalise on peak Spring and Summer season demand. Coronavirus inevitably means “Winter” could now last for a very long time indeed.
The rest of the statement from Voi — which raised $85 million in Series B funding in November — follows below:
In the cities we keep open we will drastically reduce our fleet size but will continue to serve our communities and wherever possible we will keep capacity at important hubs, like major transport interchanges and hospitals.
We have been forced to make this hard decision as a result of the Covid-19 pandemic. People are working from home and no longer visiting restaurants, pubs, theatres and friends and consequently have stopped using Voi e-scooters to get around.
We plan to kick start our operations again when the situation allows.
Powered by WPeMatico
The flood of status symbol content into Instagram Stories has run dry. No one is going out and doing anything cool right now, and if they are, they should be shamed for it. Beyond sharing video chat happy hour screenshots and quarantine dinner concoctions, our piece-by-piece biographies have ground to a halt. Oddly, what remains feels more social than social networks have in a long time.
With no source material, we’re doing it live. Coronavirus has absolved our desire to share the recent past. The drab days stuck inside blur into each other. The near future is so uncertain that there’s little impetus to make plans. Why schedule an event or get excited for a trip just to get your heartbroken if shelter-in-place orders are extended? We’re left firmly fixed in the present.
A house-arrest Houseparty, via StoicLeys
What is social media when there’s nothing to brag about? Many of us are discovering it’s a lot more fun. We had turned social media into a sport but spent the whole time staring at the scoreboard rather than embracing the joy of play.
But thankfully, there are no Like counts on Zoom .
Nothing permanent remains. That’s freed us from the external validation that too often rules our decision making. It’s stopped being about how this looks and started being about how this feels. Does it put me at peace, make me laugh, or abate the loneliness? Then do it. There’s no more FOMO because there’s nothing to miss by staying home to read, take a bath, or play board games. You do you.
Being social animals, what feels most natural is to connect. Not asynchronously through feeds of what we just did. But by coexisting concurrently. Professional enterprise technology for agenda-driven video calls has been subverted for meandering, motive-less togetherness. We’re doing what many of us spent our childhoods doing in basements and parking lots: just hanging out.
For evidence, just look at group video chat app Houseparty, where teens aimlessly chill with everyone’s face on screen at once. In Italy, which has tragically been on lock down since COVID-19’s rapid spread in the country, Houseparty wasn’t even in the top 1500 apps a month ago. Today it’s the #1 social app, and the #2 app overall second only to Zoom which is topping the charts in tons of countries.
Houseparty topped all the charts on Monday, when Sensor Tower tells TechCrunch the app’s download rate was 323X higher than its average in February. As of yesterday it was #1 in Portugal (up 371X) and Spain (up 592X), as well as Peru, Argentina, Chile, Austria, Belgium, and the U.K. I despite being absent from the chart a week earlier. Apptopia tells me Houseparty saw 25 downloads in Spain on March 1st and 40,000 yesterday.
Houseparty rockets to #1 in many countries
A year ago Houseparty was nearly dead, languishing at #245 on the US charts before being acquired by Fortnite-maker Epic in June. Our sudden need for unmediated connection has brought Houseparty roaring back to life, even if Epic has neglected to update it since July.
“Houseparty was designed to connect people in the most human way possible when they are physically apart” the startup’s co-founder Ben Rubin tells me. “This is a time of isolation and uncertainty for us all. I’m grateful that we created a product that gives a sense of human connection to millions people during this critical moment.”
Around the world, apps for direct connection are spiking. Google Hangouts rules in Sweden. Discord for chat while gaming is #1 in France. Slack clone Microsoft Teams is king in the Netherlands. After binging through Netflix, all that’s left to entertain us is each other.
If we’re all stuck at home, it doesn’t matter where that home is. We’ve been released from the confines of which friends are within a 20 minute drive or hour-long train. Just like students are saying they all go to Zoom University since every school’s classes moved online, we all now live in Zoom Town. All commutes have been reduced to how long it takes to generate an invite URL.
Nestled in San Francisco, even pals across the Bay in Berkeley felt far away before. But this week I had hour-long video calls with my favorite people who typically feel out of reach in Chicago and New York. I spent time with babies I hadn’t met in person. And I kept in closer touch with my parents on the other coast, which is more vital and urgent than ever before.
Playing board game Codenames over Zoom with friends in New York and North Carolina
Typically, our time is occupied by acquaintances of circumstance. The co-workers who share our office. The friends who happen to live in the neighborhood. But now we’re each building a virtual family completely of our choosing. The calculus has shifted from who is convenient or who invites us to the most exciting place, to who makes us feel most human.
Even celebrities are getting into it. Rather than pristine portraits and flashy music videos, they’re appearing raw, with crappy lighting, on Facebook and Instagram Live. John Legend played piano for 100,000 people while his wife Chrissy Teigen sat on screen in a towel looking salty like she’s heard “All Of Me” far too many times. That’s more authentic than anything you’ll get on TV.
And without the traditional norms of who we are and aren’t supposed to call, there’s an opportunity to contact those we cared about in a different moment of our lives. The old college roommate, the high school buddy, the mentor who gave you you’re shot. If we have the emotional capacity in these trying times, there’s good to be done. Who do you know who’s single, lives alone, or resides in a city without a dense support network?
Reforging those connections not only surfaces prized memories we may have forgotten, but could help keep someone sane. For those who relied on work and play for social interaction, shelter-in-place is essentially solitary confinement. There’s a looming mental health crisis if we don’t check in on the isolated.
It can be hard to muster the energy to seize these connections, though. We’re all drenched in angst about the health impacts of the virus and financial impacts of the response. I certainly spent a few mornings sleeping in just to make the days feel shorter. When all small talk leads to rehashing our fears, sometimes you don’t have anything to say.
Luckily we don’t have to say anything to communicate. We can share memes instead.
My father-in-law sent me this. That’s when you know memes have become the universal language
The internet’s response to COVID-19 has been an international outpour of gallow’s humor. From group chats to Instagram joke accounts to Reddit threads to Facebook groups like quarter-million member “Zoom Memes For Quaranteens”, we’re joining up to weather the crisis.
A nervous laugh is better than no laugh at all. Memes allow us to convert our creeping dread and stir craziness into something borderline productive. We can assume an anonymous voice, resharing what some unspecified other made without the vulnerability of self-attribution. We can dive into the creation of memes ourselves, killing time under house arrest in hopes of generating smiles for our generation. And with the feeds and Stories emptied, consuming memes offers a new medium of solidarity. We’re all in this hellscape together so we may as well make fun of it.

The web’s mental immune system has kicked into gear amidst the outbreak. Rather than wallowing in captivity, we’ve developed digital antibodies that are evolving to fight the solitude. We’re spicing up video chats with board games like Codenames. One-off livestreams have turned into wholly online music festivals to bring the sounds of New Orleans or Berlin to the world. Trolls and pranksters are finding ways to get their lulz too, Zoombombing webinars. And after a half-decade of techlash, our industry’s leaders are launching peer-to-peer social safety nets and ways to help small businesses survive until we can be patrons in person again.
Rather than scrounging for experiences to share, we’re inventing them from scratch with the only thing we’re left with us in quarantine: ourselves. When the infection waves pass, I hope this swell of creativity and in-the-moment togetherness stays strong. The best part of the internet isn’t showing off, it’s showing up.
Powered by WPeMatico